/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef _INSTANCESAVEMGR_H
#define _INSTANCESAVEMGR_H

#include "Define.h"
#include <ace/Singleton.h>
#include <ace/Thread_Mutex.h>
#include <list>
#include <map>
#include "UnorderedMap.h"
#include "DatabaseEnv.h"
#include "DBCEnums.h"
#include "ObjectDefines.h"

struct InstanceTemplate;
struct MapEntry;
class Player;
class Group;

/*
 Holds the information necessary for creating a new map for an existing instance
 Is referenced in three cases:
 - player-instance binds for solo players (not in group)
 - player-instance binds for permanent heroic/raid saves
 - group-instance binds (both solo and permanent) cache the player binds for the group leader
 */
class InstanceSave
{
    friend class InstanceSaveManager;
public:
    /* Created either when:
     - any new instance is being generated
     - the first time a player bound to InstanceId logs in
     - when a group bound to the instance is loaded */
    InstanceSave (uint16 MapId, uint32 InstanceId, Difficulty difficulty, time_t resetTime, bool canReset);

    /* Unloaded when m_playerList and m_groupList become empty
     or when the instance is reset */
    ~InstanceSave ();

    uint8 GetPlayerCount ()
    {
        return m_playerList.size();
    }
    uint8 GetGroupCount ()
    {
        return m_groupList.size();
    }

    /* A map corresponding to the InstanceId/MapId does not always exist.
     InstanceSave objects may be created on player logon but the maps are
     created and loaded only when a player actually enters the instance. */
    uint32 GetInstanceId () const
    {
        return m_instanceid;
    }
    uint32 GetMapId () const
    {
        return m_mapid;
    }

    /* Saved when the instance is generated for the first time */
    void SaveToDB ();
    /* When the instance is being reset (permanently deleted) */
    void DeleteFromDB ();

    /* for normal instances this corresponds to max(creature respawn time) + X hours
     for raid/heroic instances this caches the global respawn time for the map */
    time_t GetResetTime () const
    {
        return m_resetTime;
    }
    void SetResetTime (time_t resetTime)
    {
        m_resetTime = resetTime;
    }
    time_t GetResetTimeForDB ();

    InstanceTemplate const* GetTemplate ();
    MapEntry const* GetMapEntry ();

    /* online players bound to the instance (perm/solo)
     does not include the members of the group unless they have permanent saves */
    void AddPlayer (Player *player)
    {
        m_playerList.push_back(player);
    }
    bool RemovePlayer (Player *player)
    {
        m_playerList.remove(player);
        return UnloadIfEmpty();
    }
    /* all groups bound to the instance */
    void AddGroup (Group *group)
    {
        m_groupList.push_back(group);
    }
    bool RemoveGroup (Group *group)
    {
        m_groupList.remove(group);
        return UnloadIfEmpty();
    }

    /* instances cannot be reset (except at the global reset time)
     if there are players permanently bound to it
     this is cached for the case when those players are offline */
    bool CanReset () const
    {
        return m_canReset;
    }
    void SetCanReset (bool canReset)
    {
        m_canReset = canReset;
    }

    /* currently it is possible to omit this information from this structure
     but that would depend on a lot of things that can easily change in future */
    Difficulty GetDifficulty () const
    {
        return m_difficulty;
    }

    typedef std::list<Player*> PlayerListType;
    typedef std::list<Group*> GroupListType;
private:
    bool UnloadIfEmpty ();
    /* the only reason the instSave-object links are kept is because
     the object-instSave links need to be broken at reset time
     TODO: maybe it's enough to just store the number of players/groups */
    PlayerListType m_playerList;
    GroupListType m_groupList;
    time_t m_resetTime;
    uint32 m_instanceid;
    uint32 m_mapid;
    Difficulty m_difficulty;
    bool m_canReset;
};

typedef UNORDERED_MAP<uint32 /*PAIR32(map, difficulty)*/, time_t /*resetTime*/> ResetTimeByMapDifficultyMap;

class InstanceSaveManager
{
    friend class ACE_Singleton<InstanceSaveManager, ACE_Thread_Mutex> ;
    friend class InstanceSave;
    InstanceSaveManager () :
            lock_instLists(false)
    {
    }
    ;
    ~InstanceSaveManager ();

public:
    typedef UNORDERED_MAP<uint32 /*InstanceId*/, InstanceSave*> InstanceSaveHashMap;

    /* resetTime is a global propery of each (raid/heroic) map
     all instances of that map reset at the same time */
    struct InstResetEvent
    {
        uint8 type;
        Difficulty difficulty:8;
        uint16 mapid;
        uint16 instanceId;

        InstResetEvent() : type(0), difficulty(DUNGEON_DIFFICULTY_NORMAL), mapid(0), instanceId(0)
        {}
        InstResetEvent(uint8 t, uint32 _mapid, Difficulty d, uint16 _instanceid)
        : type(t), difficulty(d), mapid(_mapid), instanceId(_instanceid)
        {}
        bool operator == (const InstResetEvent& e)
        {   return e.instanceId == instanceId;}
    };
    typedef std::multimap<time_t /*resetTime*/, InstResetEvent> ResetTimeQueue;

    void LoadInstances();

    void LoadResetTimes();
    time_t GetResetTimeFor(uint32 mapid, Difficulty d) const
    {
        ResetTimeByMapDifficultyMap::const_iterator itr = m_resetTimeByMapDifficulty.find(MAKE_PAIR32(mapid, d));
        return itr != m_resetTimeByMapDifficulty.end() ? itr->second : 0;
    }
    void SetResetTimeFor(uint32 mapid, Difficulty d, time_t t)
    {
        m_resetTimeByMapDifficulty[MAKE_PAIR32(mapid, d)] = t;
    }
    ResetTimeByMapDifficultyMap const& GetResetTimeMap() const
    {
        return m_resetTimeByMapDifficulty;
    }
    void ScheduleReset(bool add, time_t time, InstResetEvent event);

    void Update();

    InstanceSave* AddInstanceSave(uint32 mapId, uint32 instanceId, Difficulty difficulty, time_t resetTime, bool canReset, bool load = false);
    void RemoveInstanceSave(uint32 InstanceId);
    static void DeleteInstanceFromDB(uint32 instanceid);

    InstanceSave *GetInstanceSave(uint32 InstanceId);

    /* statistics */
    uint32 GetNumInstanceSaves()
    {   return m_instanceSaveById.size();}
    uint32 GetNumBoundPlayersTotal();
    uint32 GetNumBoundGroupsTotal();

protected:
    static uint16 ResetTimeDelay[];

private:

    void _ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, time_t resetTime);
    void _ResetInstance(uint32 mapid, uint32 instanceId);
    void _ResetSave(InstanceSaveHashMap::iterator &itr);
    // used during global instance resets
    bool lock_instLists;
    // fast lookup by instance id
    InstanceSaveHashMap m_instanceSaveById;
    // fast lookup for reset times (always use existed functions for access/set)
    ResetTimeByMapDifficultyMap m_resetTimeByMapDifficulty;
    ResetTimeQueue m_resetTimeQueue;
};

#define sInstanceSaveMgr ACE_Singleton<InstanceSaveManager, ACE_Thread_Mutex>::instance()
#endif
